Can't they just duck? Doesn't v1 bf3 hit high? Wouldn't amp bf2 be better? I haven't messed with v1 stuff much altho its what i was originally most hype for. Or by "bf4 thing" do you mean hydro boost??The air quantum slice and the bf4 thing could have synergy. On block you can just bf3 the fuck out of there.
If you run bf3 slice thing with the air moves gear move.Can't they just duck? Doesn't v1 bf3 hit high? Wouldn't amp bf2 be better? I haven't messed with v1 stuff much altho its what i was originally most hype for. Or by "bf4 thing" do you mean hydro boost??
Yeah you gotta hold it vs the j3. He can even be plus on block if you respect itSo is hydroboost safe? Havent used it much myself but every rain i play against has it. Seems like you can just do it on block and i have to hold the jump attack after
That anti breakaway tech is amazingI don't play Rain personally, but this is an interesting video from Ketchup for anyone looking for different ways to apply his Lightning ability in a match. Hopefully, you guys find it useful.
You can use b21 instead to keep them grounded
They can just dash out of it. You recover slower than them and everything disappears if you get hit. They can mash out of it if it's not a knockdown.You can use b21 instead to keep them grounded
If only 2 comes out you are inputting it too slow. That's it really. But yeah I agree, it sucks. Not only it's dial in, you gotta input it insanely fast as well. And you need it all the time if you want the optimal stuff.Maybe it’s because I’m a noob, but I really have a lot of problems with his 242 dial in string. Does anybody have tips for me?
I am not a fan of dial in strings to begin with, I really don’t understand why they’re in the game. I understand they want to make the game a bit harder but they could’ve done that with using more directional inputs in the string. These insanely fast inputs are really aggravating for a new player like me.If only 2 comes out you are inputting it too slow. That's it really. But yeah I agree, it sucks. Not only it's dial in, you gotta input it insanely fast as well. And you need it all the time if you want the optimal stuff.
Chip damage is really good though. 2% is a lot. Opponent blocks both slices from the amplified version and that's 4% gone.Do y’all find Quantum Slice (diagonal slash) useless without Quantum Rift (projectile absorb)?
Rain’s damage output is lousy without KBs, but needing another move to feed a KB seems awful, especially since projectile absorbs are MU specific.
Personally I find 242 to be the best max damage punisher for stuff like scorpion teleports as it combos into hydro boost on both sides of the screen into 30% and corner carry. However right now I struggle to really punish stuff as a lot of times the push back makes my starters whiff or the opponent becomes juggled into an airborne state and you get no damage because of the gravity.I am not a fan of dial in strings to begin with, I really don’t understand why they’re in the game. I understand they want to make the game a bit harder but they could’ve done that with using more directional inputs in the string. These insanely fast inputs are really aggravating for a new player like me.
I never said it wasn’t a good tool, I just don’t like the fact that it’s a dial in string. I have negative feelings towards dial in strings because I hate the fact that it requires a faster input and that cancelling those strings into specials is harder.Personally I find 242 to be the best max damage punisher for stuff like scorpion teleports as it combos into hydro boost on both sides of the screen into 30% and corner carry. However right now I struggle to really punish stuff as a lot of times the push back makes my starters whiff or the opponent becomes juggled into an airborne state and you get no damage because of the gravity.
Its pretty good at covering neutral jumps and people jumping back to avoid and punish f2Do y’all find Quantum Slice (diagonal slash) useless without Quantum Rift (projectile absorb)?
Rain’s damage output is lousy without KBs, but needing another move to feed a KB seems awful, especially since projectile absorbs are MU specific.
That’s why I said if you’re having trouble with the inputs and stuff just use it as a punisher only. After you grind out the kinks in the lab then you can start jailing from D3/D1 and stuff 133 works just fine and if you’re worried about breakaway then just 13 into stuff is great tooI never said it wasn’t a good tool, I just don’t like the fact that it’s a dial in string. I have negative feelings towards dial in strings because I hate the fact that it requires a faster input and that cancelling those strings into specials is harder.
Safe if he kicks, slightly plus if he stabs I think from my testingYeah you gotta hold it vs the j3. He can even be plus on block if you respect it
Link to the bug I mentioned: https://youtu.be/K6wFq8wjJCsThere's a bug with Hydro Boost (again ). If you do 242~Hydro Boost in the corner, it only combos from the player 2 side (ironically) and doesn't combo from the player 1 side. I'll post video here later. Hopefully NRS fixes this
Good news is: 242~hydro boost combos mid screen on both sides, so we at least have a consistent 9f punisher into great damage and corner carry